// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "D3DBase.h" #include "D3DShader.h" #include "Statistics.h" #include "Utils.h" #include "Profiler.h" #include "VideoConfig.h" #include "PixelShaderGen.h" #include "PixelShaderManager.h" #include "PixelShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" #include "debugger/debugger.h" PixelShaderCache::PSCache PixelShaderCache::PixelShaders; const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry; static float lastPSconstants[C_COLORMATRIX+16][4]; static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram = 0; static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram = 0; static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0; static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0; static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0; LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram() { return s_ColorMatrixProgram; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram() { return s_DepthMatrixProgram; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram() { return s_ColorCopyProgram; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram() { return s_ClearProgram; } void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4) { if( lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 || lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 ) { const float f[4] = {f1, f2, f3, f4}; D3D::dev->SetPixelShaderConstantF(const_number, f, 1); lastPSconstants[const_number][0] = f1; lastPSconstants[const_number][1] = f2; lastPSconstants[const_number][2] = f3; lastPSconstants[const_number][3] = f4; } } void SetPSConstant4fv(int const_number, const float *f) { if( lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] || lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] ) { D3D::dev->SetPixelShaderConstantF(const_number, f, 1); lastPSconstants[const_number][0] = f[0]; lastPSconstants[const_number][1] = f[1]; lastPSconstants[const_number][2] = f[2]; lastPSconstants[const_number][3] = f[3]; } } void PixelShaderCache::Init() { char pprog[1024]; sprintf(pprog,"void main(\n" "out float4 ocol0 : COLOR0,\n" " in float4 incol0 : COLOR0){\n" "ocol0 = incol0;\n" "}\n"); s_ClearProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog)); sprintf(pprog,"uniform sampler samp0 : register(s0);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" " in float3 uv0 : TEXCOORD0){\n" "ocol0 = tex2D(samp0,uv0.xy);\n" "}\n"); s_ColorCopyProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog)); sprintf(pprog,"uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" " in float3 uv0 : TEXCOORD0){\n" "float4 texcol = tex2D(samp0,uv0.xy);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_ColorMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog)); sprintf(pprog,"uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" " in float3 uv0 : TEXCOORD0){\n" "float4 texcol = tex2D(samp0,uv0.xy);\n" "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n" "texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_DepthMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog)); Clear(); } void PixelShaderCache::Clear() { PSCache::iterator iter = PixelShaders.begin(); for (; iter != PixelShaders.end(); iter++) iter->second.Destroy(); PixelShaders.clear(); for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++) lastPSconstants[i/4][i%4] = -100000000.0f; memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid)); } void PixelShaderCache::Shutdown() { if(s_ColorMatrixProgram) s_ColorMatrixProgram->Release(); s_ColorMatrixProgram = NULL; if(s_ColorCopyProgram) s_ColorCopyProgram->Release(); s_ColorCopyProgram=NULL; if(s_DepthMatrixProgram) s_DepthMatrixProgram->Release(); s_DepthMatrixProgram = NULL; if(s_ClearProgram) s_ClearProgram->Release(); s_ClearProgram=NULL; Clear(); } bool PixelShaderCache::SetShader(bool dstAlpha) { DVSTARTPROFILE(); PIXELSHADERUID uid; GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha); if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount) { PSCache::const_iterator iter = PixelShaders.find(uid); if (iter != PixelShaders.end() && iter->second.shader) return true; else return false; } memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID)); PSCache::iterator iter; iter = PixelShaders.find(uid); if (iter != PixelShaders.end()) { iter->second.frameCount = frameCount; const PSCacheEntry &entry = iter->second; last_entry = &entry; DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); if (entry.shader) { D3D::dev->SetPixelShader(entry.shader); return true; } else return false; } const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, /*(D3D::GetCaps().NumSimultaneousRTs > 1)? 1 :*/ 2); LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code)); // Make an entry in the table PSCacheEntry newentry; newentry.shader = shader; newentry.frameCount = frameCount; #if defined(_DEBUG) || defined(DEBUGFAST) newentry.code = code; #endif PixelShaders[uid] = newentry; last_entry = &PixelShaders[uid]; INCSTAT(stats.numPixelShadersCreated); SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size()); if (shader) { D3D::dev->SetPixelShader(shader); return true; } if (g_ActiveConfig.bShowShaderErrors) { PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); } return false; } void PixelShaderCache::Cleanup() { /* PSCache::iterator iter; iter = PixelShaders.begin(); while (iter != PixelShaders.end()) { PSCacheEntry &entry = iter->second; if (entry.frameCount < frameCount - 1400) { entry.Destroy(); iter = PixelShaders.erase(iter); } else { iter++; } } SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size()); */ } #if defined(_DEBUG) || defined(DEBUGFAST) std::string PixelShaderCache::GetCurrentShaderCode() { if (last_entry) return last_entry->code; else return "(no shader)\n"; } #endif